Yep, everything is situational. There are trade offs of when things are strong and other things are weak. I think this is good design. If you just make 1 job the always best tank for every situation, it gets boring really fast.
The irony is complaining about the comparison between the 25% pdt II stat on Epeolatry, while the Aegis has 50% MDT II
There is a perfectly balanced correlation between the 2 jobs this way.
Rune fencer has MUCH higher magic defense overall, but cannot CAP MDT specifically.
Paladin has MUCH higher physical defense overall, but cannot hit as high PDT as Rune fencer.
regardless of this juxtaposition, Rune Fencer is still way better than PLD when it come to magic tanking and Paladin is still MUCH better than Rune Fencer when it comes to Physical Tanking.
Frankly, I think Majesty is a SUPER powerful Job ability and the recent shield changes were very well done.
I think the balance between the 2 for tanking is REALLY good. I would rather see other jobs be able to tank more effectively. NOT as well as Paladin and Rune Fencer, but just so that its viable. Ninja and Dancer being some important ones. Its like they have all the tools, but still can't quite manage very well.
I want more jobs to be able to tank (not dd and tank, just tank), because it balances party roles out more. If there are 3 jobs viable for healing, and 2 jobs viable for tanking, and 3 jobs viable for support, then the other 14 Jobs are fighting for the dd slots. That is the biggest imbalance in the game design I see now. not the Rune Fencer vs Paladin balance. Frankly, they are really well balanced those 2. Rune Fencer is just more popular because of the meta. That's not a job change, that's a meta change needed.
Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
Sorry for the late reply
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